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Ernie Gygax's Hobby Shop Dungeon - The Adventure Begins!
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<blockquote data-quote="Odhanan" data-source="post: 6223389" data-attributes="member: 12324"><p>Thank you for the enthusiasm! </p><p></p><p>One thing I probably should point out is the way this module could be used in a variety of ways. </p><p></p><p>The Marmoreal Tomb is described using First Edition compatible rules. It can be used as an introduction to the wider world of the Hobby Shop Dungeon and setting, and/or inserted into most home-brewed settings without issues.</p><p></p><p>It can be explored using all TSR versions of the game with little to no modifications, of course, which is also valid of most OSR clones and variants out there. So whether you are using 0e, 1e, 2e, the Basic/Expert versions of the game, OSRIC, Labyrinth Lord, Swords & Wizardry, Lamentations of the Flame Princess, Adventurer Conqueror King System, Astonishing Swordsmen & Sorcerers of Hyperborea, or the likes of them, you should have no problem getting some cool game play out of the Marmoreal Tomb of Garn Pat'uul. </p><p></p><p>Likewise, it should be relatively easy to say, identify Fronts for a Dungeon World game using the Tomb. Or some Torchbearer, 13th Age and various such games inspired by or loosely related to old school play. I could see a 0-level DCC RPG funnel game taking place in the Tomb very easily with potentially great game play, for instance.</p><p></p><p>Given the organization of the Tomb, and particularly the space between its various inhabitants and the relationships between them, I think it would be fairly easy to calibrate the module in order to run it with versions of the game including tighter notions of game balance, encounter levels, challenge ratings and the like. </p><p></p><p>I should also note that the Tomb comes with a set of advice geared specifically towards the customization of its environment. So it shouldn't be too hard to up the numbers of inhabitants and run it for levels 3-5 for instance, or to add another completely new layer of threats and inhabitants on top of what is described therein. The module itself explains all that, with a couple of examples to spark your imagination. </p><p></p><p>There are also areas which have been purposefully set up in order to be able to use the Tomb as the first stepping stone of a greater dungeon environment to explore. So it certainly could be used as the basis to build an entire mega-dungeon of your own, if that's what you'd rather do with it. </p><p></p><p>It'll play well and provide a very traditional old school exploration experience if you run it straight from the page unmodified. It's going to have its slow parts with mapping and searching from room to room wondering when that is you are going to hit the jackpot, and it's going to have its scary moments too, where you'll have to think really fast to make it out of there alive. It is not a "killer dungeon" of the likes of the Tomb of Horrors, but it is very much old school in the sense that it can certainly trigger some TPKs on the unwary.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 6223389, member: 12324"] Thank you for the enthusiasm! One thing I probably should point out is the way this module could be used in a variety of ways. The Marmoreal Tomb is described using First Edition compatible rules. It can be used as an introduction to the wider world of the Hobby Shop Dungeon and setting, and/or inserted into most home-brewed settings without issues. It can be explored using all TSR versions of the game with little to no modifications, of course, which is also valid of most OSR clones and variants out there. So whether you are using 0e, 1e, 2e, the Basic/Expert versions of the game, OSRIC, Labyrinth Lord, Swords & Wizardry, Lamentations of the Flame Princess, Adventurer Conqueror King System, Astonishing Swordsmen & Sorcerers of Hyperborea, or the likes of them, you should have no problem getting some cool game play out of the Marmoreal Tomb of Garn Pat'uul. Likewise, it should be relatively easy to say, identify Fronts for a Dungeon World game using the Tomb. Or some Torchbearer, 13th Age and various such games inspired by or loosely related to old school play. I could see a 0-level DCC RPG funnel game taking place in the Tomb very easily with potentially great game play, for instance. Given the organization of the Tomb, and particularly the space between its various inhabitants and the relationships between them, I think it would be fairly easy to calibrate the module in order to run it with versions of the game including tighter notions of game balance, encounter levels, challenge ratings and the like. I should also note that the Tomb comes with a set of advice geared specifically towards the customization of its environment. So it shouldn't be too hard to up the numbers of inhabitants and run it for levels 3-5 for instance, or to add another completely new layer of threats and inhabitants on top of what is described therein. The module itself explains all that, with a couple of examples to spark your imagination. There are also areas which have been purposefully set up in order to be able to use the Tomb as the first stepping stone of a greater dungeon environment to explore. So it certainly could be used as the basis to build an entire mega-dungeon of your own, if that's what you'd rather do with it. It'll play well and provide a very traditional old school exploration experience if you run it straight from the page unmodified. It's going to have its slow parts with mapping and searching from room to room wondering when that is you are going to hit the jackpot, and it's going to have its scary moments too, where you'll have to think really fast to make it out of there alive. It is not a "killer dungeon" of the likes of the Tomb of Horrors, but it is very much old school in the sense that it can certainly trigger some TPKs on the unwary. [/QUOTE]
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